STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
STEAM GROUP
Crowbar [Source Engine Modding Tool] CrowbarTool
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Showing 371-380 of 380 entries
24
[BUG] Crowbar won't open and lag my pc
14
Error compiling, "model has no sequences"
5
can someone make a new tutorial about SFM to Gmod?
Originally posted by Erin Hardesty:
from what i understand is that i have to make the physics for the ragdoll,not just drag the folders,some of sfm models dont have The Phys File so, in blender i tried the box thing with a model that i was triying to import but it didnt work,maybe i missed something
Ah, I forgot about that part. This *should* work. I hope.

Ok, so you're gonna decompile the SFM addon. Then, in another window, you're gonna want to decompile a HL2 model.

Now, open up Blender, and import the SFM model. After that, import the physics model from the HL2 (ensure you change the "append to target" to "create a new armature", on the side when you import).

You should have the SFM model, and the physics model. Delete the skeleton of the physics model, and scale the physics to fit the SFM model (if needed).

On the right hand side bar, where you see the names of the models and skeletons, drag the physics model to the SFM model's skeleton, and click "object". After that, click on the physics model, and in the little menu below the models, click on the wrench icon. You should see a little window named "armature". Click the recangular box, below where it says "object", and add your SFM's model's skeleton.

Now bring your attention back up towards where you see the models names, and open up the SFM model's skeleton (if it isn't already open) , so you can see the mesh (the triangles). Left click the SFM's mesh, then Shift + left click the physics model. Then, click on the button on the left hand side that says "Object mode", and change it to "Weight paint".

This is where it might be a tad hard. Go to the left hand side panel, where it says "brush" on the top, and scroll all the way down, and click "transfer weights". Some stuff should've popped up under the panel you were just in. In that new stuff, scroll to the bottom, and right underneath "Ray Radius", click the drop menu, and sort "By Name".

Now, we're not done in the weight painting part yet. You see, this is where things might get harder, depending on how much experience you have in Blender. You're gonna need to weight paint the appropriate ball of mesh (from the physics model), to a bone. So, like, the ball of mesh near the head would be weighted to the head bone, the mesh near the upper arm to the upper arm bone, etc. Make sure it's completely red, when you paint it to a bone.

Since you've transferred weights, there might be some areas that are already painted, but they're probably bad, so redo those parts. If you're confused about weight painting, then there's I'm sure there's a guide out there that'll help. (I'd explain more, but this already pretty long.)

To make sure it's weighted right, play around with it in pose mode (click "pose", on the right side panel). Make sure the Physics model's mesh isn't stretching. After you feel the physics model is weight painted right, I want you to go back to that right side panel, and delete the SFM mesh, NOT THE SKELETON (right click the mesh, and click delete). Then, go back to "Object Mode", click on the main view port, and press Ctrl + a.

Now, go to the right hand, lower side panel, and click on the icon with the light, sphere, and glass of water (?). Then, find where it says "Source Engine Export", click "smd", find a place to export it (under export path), then export. Now you're done with Blender.
Showing 371-380 of 380 entries